-
Notifications
You must be signed in to change notification settings - Fork 522
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds the XM51 Breaching Scattergun #5086
Conversation
god this took so long
"why am i even using initialize in the first place and is this gonna break everything" is one of the many questions i have
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Willing to try this once sprite approval is gotten |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I am not sure why, but at the moment the lineart for the gun doesn't seem to be entering the SSassets.cache
.
I just don't see a "xm51.png" key in that cache at all, but it does process the xm51 icon when it loads the spritesheet here https://github.com/cmss13-devs/cmss13/blob/master/code/modules/asset_cache/asset_list_items.dm#L400-L402
See if you can figure out why while we're still waiting on sprite review.
Actually turns out the issue is simply that there isn't an image in nano\images\weapons named xm51.png. So thats all you need to do. But its good to have it in the lineart spritesheet. I will probably look at changing this over to the spritesheet - but doesn't need to happen in your PR. |
I overlooked this was still lacking sprite approval tag. But whatever needs addressed I'm happy to handle myself need be. |
[Design doc (a bit out of date).](https://hackmd.io/uVhllc-KQSGcvjhEUw66bw?edit) The XM51 breaching scattergun is a 16-gauge, pump-action mag-fed shotgun that utilizes specialized breaching shells. It allows marines to break through doors and walls alike with ease at a safe distance. Each shell fires out four groups of pellets, the main one dealing 55 damage and the other three dealing 10 each. Though it has decent damage, this weapon performs weakly in direct combat compared to other options and is entirely designed for a support role. Its maximum effective range is about 4 tiles. It takes: - 1 shot for doors - 2 shots for regular resin walls - 3 shots for thick resin walls - 2 shots for regular walls, - 4 shots for reinforced walls. - 4 shots for pylons, Each XM51 kit comes with a dedicated holster for the weapon, along with two spare magazines, two boxes of shells and a stock. Being able to wear the weapon around your waist gives the user a great deal of flexibility when it comes to their loadout. The stock makes it unable to be holstered, but it does give it a very devastating two shot burst-mode that quickly clears out walls. Ammo for the weapon is a bit scarce but still present in a decent quantity. Requisitions starts with a single 120 round shell box which they can purchase more of, along with a couple of spare magazines. More magazines can be purchased, and ASRS has a chance of sending up spare ammo as well. This weapon is based on the [actual M51 breaching scattergun.](https://avp.fandom.com/wiki/M51_Breaching_Scattergun) Marines are very cowardly when it comes to pushing. Especially so when they're facing countless thick resin walls and doors. This contributes to a stale meta where the best option is to just sit behind cades and wait for the other team to make a mistake, because why would you risk dying to take down one resin door? That's not fun for anyone. Marines have a few ways of making some breathing room for themselves from a safe distance, with one of the best ones being the U7 underbarrel shotgun. It's a very good and fun attachment, even putting aside the combat capabilities it has. However, it's entirely exclusive to the M41A rifles. Any marine that wants to experiment with their weapon choice a bit and forgo the rifle lose one of the best tools they have access to. The XM51 gives marines another, more effective way to breach resin bunkers. In exchange for the ease of use, abundance of ammo and good combat capabilities of the U7, you gain a safer, faster, flexible and more potent tool. <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/17518895/6f4441d2-740e-4110-a9a6-32c39c424576 combat capabilities vs the u7 https://github.com/cmss13-devs/cmss13/assets/17518895/c0cb1359-cfd0-4b86-8c77-3885c86c5c8c https://github.com/cmss13-devs/cmss13/assets/17518895/834d9bbb-3aee-4203-93a7-af40e28b7805 ![xm51camo](https://github.com/cmss13-devs/cmss13/assets/17518895/1ada72ac-2b4a-441b-ac26-c0152a0eb62b) ![xm51ammo](https://github.com/cmss13-devs/cmss13/assets/17518895/471c2654-c242-4440-8b67-8e19bad8eb45) ![xm51statnostock](https://github.com/cmss13-devs/cmss13/assets/17518895/a672ec8a-3401-4830-a1db-821198dabf91) </details> :cl: add: Added the XM51 breaching scattergun, available in small quantities as a restricted weapon within Requisitions. /:cl:
About the pull request
Design doc (a bit out of date).
The XM51 breaching scattergun is a 16-gauge, pump-action mag-fed shotgun that utilizes specialized breaching shells. It allows marines to break through doors and walls alike with ease at a safe distance. Each shell fires out four groups of pellets, the main one dealing 55 damage and the other three dealing 10 each. Though it has decent damage, this weapon performs weakly in direct combat compared to other options and is entirely designed for a support role. Its maximum effective range is about 4 tiles.
It takes:
Each XM51 kit comes with a dedicated holster for the weapon, along with two spare magazines, two boxes of shells and a stock. Being able to wear the weapon around your waist gives the user a great deal of flexibility when it comes to their loadout. The stock makes it unable to be holstered, but it does give it a very devastating two shot burst-mode that quickly clears out walls.
Ammo for the weapon is a bit scarce but still present in a decent quantity. Requisitions starts with a single 120 round shell box which they can purchase more of, along with a couple of spare magazines. More magazines can be purchased, and ASRS has a chance of sending up spare ammo as well.
This weapon is based on the actual M51 breaching scattergun.
Explain why it's good for the game
Marines are very cowardly when it comes to pushing. Especially so when they're facing countless thick resin walls and doors. This contributes to a stale meta where the best option is to just sit behind cades and wait for the other team to make a mistake, because why would you risk dying to take down one resin door? That's not fun for anyone. Marines have a few ways of making some breathing room for themselves from a safe distance, with one of the best ones being the U7 underbarrel shotgun. It's a very good and fun attachment, even putting aside the combat capabilities it has.
However, it's entirely exclusive to the M41A rifles. Any marine that wants to experiment with their weapon choice a bit and forgo the rifle lose one of the best tools they have access to. The XM51 gives marines another, more effective way to breach resin bunkers. In exchange for the ease of use, abundance of ammo and good combat capabilities of the U7, you gain a safer, faster, flexible and more potent tool.
Testing Photographs and Procedure
Screenshots & Videos
xm51breacher.mp4
combat capabilities vs the u7
xm51burst.mp4
ubscombo.mp4
Changelog
🆑
add: Added the XM51 breaching scattergun, available in small quantities as a restricted weapon within Requisitions.
/:cl: